
Hello everyone, we are here with another big patch. We did really well with balance I guess because the absurd combos are mostly gone, but this actually showed us how HARD the game is. While we are nerfing stages 2 and 3 a little bit on the HP side, we are also bringing a new mechanic: you can now buy heals in the shops, which should help the glass cannon builds to reach the end of stages 2 and 3, where they cannot one-shot enemies. These changes MIGHT bring the win rate back up, in which case we can adjust some things a little more.
Another big change that is coming is the LEADERBOARDS!!! We are getting a bunch of data from you guys, and we are actually going to show you guys a lot of this data and everyone will be able to see it on the main screen. There are a lot of different lists, so have fun with it! We might reset the leaderboard during big updates/changes, which we will record the current version as a hall of fame!
Before we begin with the looong detailed balance changes, we have also added some new art to the game. New Chaos Wizard orbs and scroll arts are now waiting for you in the game!
LEADERBOARDS!!!
- Explore our leaderboards, you can access it in the main menu top right! (can't really miss it)
Difficulty Curve
Stage 2 is where people dropped the most, so the lower end of stage 2 gets a significant HP nerf. With this nerf and heals in shops, we are expecting a healthy win rate.
- Stage 2 Encounters: Enemy HP reduced non-linearly across the board (scaling from roughly 28% to 10% reduction).
- Stage 3 Encounters: Enemy HP reduced non-linearly across the board (scaling from exactly 16% to 10% reduction).
- Map Healing: Base healing gained from map nodes increased to 30% Max HP.
Rarities
- Rarities were really weird. Now they are a lot more linear in progression, also higher ascensions will have slightly higher rarities. Overall shops and card rewards SHOULD feel better.
Shop Updates
Damage got increased a lot from before, to make the game both more exciting and tactical. But this change made defensive options mandatory. While glass cannon builds should never be the meta, they should always exist. This will help them the most, while also helping everyone.
- Shop Heals: Healing is now available for purchase in all shops. Buying a heal will restore 30% of your Max HP. They cost 100 gold and increase by 50 with each purchase.
Artifacts
Buffs and nerfs to the biggest outliers on both ends.
- Alchemy Engine: Bonus gold on fight end reduced from +90 to +50.
- Wilting Tome: Damage Grow penalty reduced from -50 to -35.
- Novice Wand: Damage per Armed rune trigger increased from +20 to +25.
- Apprentice's Robes: Multiplier per Armed rune trigger increased from 0.05 to 0.07.
- Wooden Buckler: Shop Cost reduced by 30 gold.
- Traveller's Bread: Fight end healing increased from 100 to 120 HP.
- Blue Slime Core: Shield gain increased from 200 to 220.
- Giant's Belt: Max HP gain on pickup reduced from 400 to 350.
- Steady Aim: No-reroll multiplier bonus increased from +0.2 to +0.3. Shop Cost reduced by 100 gold.
- Voodoo Doll: Multiplier per Curse in deck increased from 0.20 to 0.22.
- Adept's Staff: Damage per rune triggered reduced from +8 to +7.
- Scholar's Cloak: Multiplier per rune triggered increased from 0.02 to 0.03.
- Dark Pact: Multiplier gain on pickup increased from +0.8 to +1.0.
- Vampire's Chalice: Last rune healing increased from 120 to 150 HP.
- Grow Together: Healing on rune Grow reduced from 20 to 15 HP.
- Adrenaline Rush: Effect reworked. Now reads: "Trigger the first Technique rune twice."
- Black Belt: Effect reworked. Now reads: "Retrigger all Technique runes."
- Soul of Cinder: Artifact renamed (was Undying Flame).
- Damnation Valve: NEW Artifact added. "Every 5 rerolls, double the enemy burn."
Fire Mage
Biggest change here is Fuel the Fire and Fan the Flames getting rarity changes (with Fan the Flames also getting a small buff). An old fan-favorite, Powder Keg, really fell down so we are bringing a Burnout 2 on Powder Keg for those BIG one-shots.
- Ember Shield: Base Shield increased from 90 to 100. Supported Shield increased from 180 to 200.
- Falcon Punch: Base damage reduced from 40 to 30. Grow damage reduced from +10 to +7.
- Flame Alchemy: Consume requirement increased from 5 to 7 Self Burn. Gold generation increased from +40 to +70.
- Molten Armor: Shield increased from 240 to 260.
- EXPLODE: Damage gained per consumed Burn stack increased from +25 to +30.
- Immolate: Damage buff increased from +100 to +120.
- Pyromania: Rarity downgraded from Rare to Common.
- Fuel the Fire: Rarity upgraded from Common to Rare.
- Overheat: Self damage taken reduced from 300 to 200.
- Finishing Blow: Base damage reduced from 60 to 30.
- Dempsey Roll: Base damage reduced from 90 to 80.
- Inner Inferno: Base damage increased from +10 to +15. Supported damage increased from +20 to +30.
- Obsidian Shield: Shield gain per Self Burn reduced from +20 to +15.
- Second Gear: Rarity downgraded from Epic to Rare. Self damage taken reduced from 250 to 200. Multiplier bonus reduced from +1.5 to +1.0.
- Fan the Flames: Rarity upgraded from Rare to Epic. Burnout increased from 1 to 2.
- Ignition: Now explicitly inflicts 10 Self Burn on cast.
- Phoenix Tear: Healing per 5 triggers reduced from 77 to 50 HP.
- Powder Keg: Burnout increased from 1 to 2.
Nature Mage
- Morning Dew: First cast bonus Sunlight increased from 14 to 15.
- Sprouting Vines: Base damage increased by +10 (now 100).
- Wild Berry: Base damage increased by +5 (now 120).
- Overripe: Base damage reduced by 20. Supported Grow scaling increased from +10 to +15.
- Poison Ivy: Brittle inflicted increased from 2 to 3.
- Savage Wrath: Base damage increased from 65 to 80.
- Woodland Spirit: Damage gained per Support rune triggered increased from +35 to +45.
- Leeching Parasite: Negative Grow applied to adjacent runes reduced from -7 to -5 damage.
- Solar Roots: Sunlight gained on Grow increased from 2 to 3.
- Infected Mushroom: Base damage increased from 100 to 150. Multiplier increased from 0.3 to 0.5.
- Avatar of Growth: First cast Attack rune Grow buff reduced from +30 to +25 damage.
- Amber Shield: Shield gained per Sunlight reduced from +20 to +15.
- Noxious Fumes: Negative Grow multiplier applied to other hand runes increased from 2.0 to 2.5.
Chaos Mage
- Strike: Base damage reduced from 65 to 60. Damage gained per Chaos increased from +5 to +7.
- Shield: Shield gained increased from 60 to 65.
- Havel's Burden: Shield gained reduced from 300 to 250.
- Focus: Next Attack multiplier buff increased from +0.3 to +0.4.
- Two Faced Coin: Base damage increased by +10 (now 120).
- Ever In Your Favor: Base damage increased by +10 (now 120).
- Dark Deal: Rerolls gained increased from 5 to 7.
- Lucky Seven: Base damage reduced from 80 to 77. Base multiplier increased from 0.0 to 0.07.
- Binding Vow: Base damage increased from 50 to 65. Base multiplier increased from 0.15 to 0.20.
- Mend Wounds: Healing per Chaos reduced from 15 to 12 HP.
- Magic Wand: Base damage increased from 0 to 20. Base multiplier increased from 0.15 to 0.20.
- Weighted Dice: Max Chaos increase for the next roll changed from +5 to +6.
- Witch's Brew: Healing per Curse in deck reduced from 50 to 40 HP.
- Effigy of Agony: Effect reworked. Now reflects damage once per 2 Curses in your deck.
- Double Down: Burnout increased from 1 to 2.
- Critical Hit: Base damage increased from 50 to 100.
- Russian Roulette: Multiplier gained per Chaos increased from +0.2 to +0.4.
- Probability Field: Shield gained per Chaos reduced from +50 to +40.
- Pandora's Box: Rerolls gained increased from 2 to 3.
Water Mage
- Siren Song: Ebb healing increased by +10 (now 150 HP).
- Anchor Drop: Base damage increased by +10 (now 80).
- Crashing Wave: Ebb Grow damage increased by +10.
- Undertow: Base damage increased by +10 (now 70).
- Abyssal Pearl: Base Shield gained reduced from 60 to 40.
- Sushi Roll: Cycle healing reduced from 30 to 25 HP per Reroll you have.
- Glacial Shard: Armed bonus damage increased from +50 to +70.
- Icebreaker: Base damage increased by +100. Base multiplier (0.2) removed.
- Winter's Grasp: Shield threshold met bonus damage increased from +300 to +350.
- Glacier: Shield gained reduced from 999 to 900.
- Megalodon Tooth: Base damage reduced from 20 to 0.
- Ice Make Shield: Shield gained reduced to 225.
- Deep Meditation: Cycle Shield gained per Reroll reduced from +100 to +50.
- Subzero: Multiplier gained when Shield is < 1 increased from +0.5 to +1.0.
- Black Ice: Shield requirement to gain bonus damage increased from 700 to 800.
If you liked the game so far, please leave us a review on Steam. We only need 5 more to have 50 reviews!
Have fun everyone and would love to hear your thoughts about the changes!